Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 93 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next

[Epic: Xenos] Hive Fleet Onachus v0.2.1

 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 3:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jul 27, 2008 10:06 pm
Posts: 1234
Location: Westborough, Massachusetts USA
Tiny-Tim wrote:
Evil and Chaos wrote:
Impressions based on a quick scan of the document:

- Far too many special rules for my taste.

- The list is very popcorny (20 activations is possible, meaning you could probably make a very highly effective 15 activation army).


I agree with E&C on these points. I haven't looked at the planetfall yet.

I find this sentiment a bit mystifying. Comparing the list with 9.2.1, there doesn't seem to be a lot of special rules. The 'nid-flavored planetfall is probably the biggest addition, but necessary if a best course of action in that regard is to be found. As for Resolute, a lot of variant lists have some version of this in order to avoid all-fearless armies.

Besides, the list now has a traditional BTS, and a more conventional (relative to other E:A armies) list construction mechanic. That seems to indicate to me that there are fewer special rules.

_________________
Let us playtest like the Greeks of old... You know the ones I mean


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 3:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Bear in mind the tunneler rule will end up being pulled out of the list. It will sit independently and cover three of the lists in the new supplement. Since the rule already exists in the core handbook anyway you can't really count it. The Xenos project will consult with the NetERC and all other list developers whose work may be touched by any modifications so that it is universal across the board.

So that is one special rule down.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 3:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jul 27, 2008 10:06 pm
Posts: 1234
Location: Westborough, Massachusetts USA
It's also in 9.2.1, hence I didn't even think it was worth mentioning in the "too many special rules" debate.

_________________
Let us playtest like the Greeks of old... You know the ones I mean


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Dave wrote:
Could you post some lists that you think would be open to popcorn abuse?

Tyranid Swarm
Tyranid Swarm
Tyranid Swarm
Tyranid Swarm
Tyranid Swarm
Tyranid Swarm
Tyranid Swarm
Tyranid Swarm with 1x Gargoyle
Tyranid Swarm with 1x Gargoyle
Tyranid Swarm with 2x Gargoyles (BTS)

Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm
Trygon Swarm

19 activations
84 infantry units (Warriors, Termagants and Gargoyles)
18DC of Tunneling, 25cm speed CC War Engines.(Some can tunnel in and you'll still have a huge activation advantage).

The army will alternately FF or CC you to death.
80% of the army is expendable infantry.
The army will regenerate 10 x D3 Termagants per turn, at minimum.

_________________
Currently doing a plastic scenery kickstarter


Last edited by Evil and Chaos on Wed Nov 24, 2010 4:06 pm, edited 3 times in total.

Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:03 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
I intended the whole first page to be "supplement special rules". Expendable might be adopted for the tunneler rigs and tunneler is expanded from the main rulebook for further clarification. Planetary Assault was written generically so it could sit there as well.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:05 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
I'll have to proxy a few Tyrgons but I'll give it a shot E&C. What do you think would be the nastiest way to tunnel them? Turn 2 or 3 arrivals?

If it proves too good I'll change the formation to 2 Tyrgons.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:07 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Dave wrote:
I'll have to proxy a few Tyrgons but I'll give it a shot E&C. What do you think would be the nastiest way to tunnel them? Turn 2 or 3 arrivals?

If it proves too good I'll change the formation to 2 Tyrgons.


Depends on what rules you're using, but in general I'd look to pop 2 Trygons up near the enemy Blitz on turn 3.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:15 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
2 near the blitz turn 3, 2 near a T&H turn 3 (with them spaced very far apart?), and the rest in turn 2?

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Wed Nov 24, 2010 4:16 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Nope I'd probably deploy the rest normally to get that big activation advantage.
Speed 25cm means they can be pretty much wherever they like by the end of turn 1.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 6:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 10, 2008 1:47 am
Posts: 1434
Location: State College
what units is the Resolute rule going to apply to, once it's applied? All the fearless units?

I'd also echo E&C in that this would be a horror of a popcorn list to face. Most popcorn lists (20 units of Guardians, for example) are actually pretty useless because the fms are small, easy to break and usually remain broken. However, in this list 'nids rally either automatically or on a 2+, then get to spawn back some or all of their losses, plus they activate on a 1+ so you won't have the activation failure worry of a such a large no. of activations like you would with IG or Eldar. Even when they've been blown around a bit they'll still activate on a 2+. Add into that the fearless warriors being almost invulnerable in assaults and it would be next to impossible to counter.

I'd think of someway of making the core fms a bit more expensive AND/OR increasing the cost of the support fms - currently 5 out of 8 are under 200pts, which doesn't make the 1:1 restriction all that limiting.


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 6:55 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
Trygons and Harridan will probably be resolute. Bio-titans and synapse will be fearless.

Like I said, we'll test it and see. I will say that I'm shooting for all ind. formations being 150 points or more once the stat changes are done. That'll make for a 17 activation list at the max (9 synapse and 8 ind.).

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 7:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Quote:
That'll make for a 17 activation list at the max

Still bannanas. :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 7:35 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
That's one more than the current 'nid list, and from 2-7 less than the approved lists.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 11:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 10, 2008 1:47 am
Posts: 1434
Location: State College
I think the point people are trying to make is that a 17 fm nid popcorn list is far more durable and effective than a 17-20 fm popcorn list from other armies, for the reasons above (1+ init, autorally outside of 30cm, fearless units, spawning back casualties etc).


Top
 Profile Send private message  
 
 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.2
PostPosted: Tue Nov 30, 2010 11:57 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Dave wrote:
That's one more than the current 'nid list, and from 2-7 less than the approved lists.

Speaking of the current 'nid list, I thought that your list was supposed to be a "Phase III" / first contact list... this list is instead a flat out direct replacement for the current NetEA 'nid list.

I fail to see the point.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 93 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net